var status = -1;
var selectionLog = [];

function action(d, c, b) {
    if (status == 0 && d == 0) {
        cm.dispose();
        return
    }
    status++;
    selectionLog[status] = b;
    var a = -1;
    if (status <= a++) {
        cm.dispose()
    } else {
        if (status === a++) {
            cm.curNodeEventEnd(true);
            cm.setInGameDirectionMode(true, true, true);
            cm.inGameDirectionEvent_AskAnswerTime(500);
            cm.curNodeEventEnd(true)
        } else {
            if (status === a++) {
                cm.sendNormalTalk("我们先走啦！稍后我们会用预备动力把灯点亮。那时你们就能见到绑匪啦！感谢你们的帮助！祝你们好运！", 33, 2450002, false, true)
            } else {
                if (status === a++) {
                    cm.inGameDirectionEvent_MoveAction(0);
                    cm.inGameDirectionEvent_AskAnswerTime(2000);
                    cm.effect_OnUserEff("Effect/OnUserEff.img/questEffect/phantom/tutorial")
                } else {
                    if (status === a++) {
                        cm.sendNormalTalk("安静点……", 41, 2400006, false, true)
                    } else {
                        if (status === a++) {
                            cm.sendNormalTalk("你害怕？要抓住我的手吗？", 41, 2400005, true, true)
                        } else {
                            if (status === a++) {
                                cm.sendNormalTalk("女神之泪还没来吗？灯什么时候才会亮啊？", 41, 2400005, true, true)
                            } else {
                                if (status === a++) {
                                    cm.sendNormalTalk("呵呵呵呵……这是谁啊？这不是时间超越者吗？", 33, 2450000, true, true)
                                } else {
                                    if (status === a++) {
                                        cm.inGameDirectionEvent_AskAnswerTime(500)
                                    } else {
                                        if (status === a++) {
                                            cm.dispose();
                                            cm.warp(325090140, 0, false);
                                            cm.setInGameDirectionMode(false, true, false)
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }
}

function start() {
    status = -1;
    action(1, 0, 0)
};